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In development

Magdrop

Take what you can carry. Leave while you still can.

You drop into a raid with the gear on your back and no promise of getting out.

Everything you find has to be carried, and everything you carry can be taken. Reaching an extract is the only way to keep it.

And what you lose, you lose to a player, not to a cheat. That is an architectural claim rather than a promise, and the detail is below.

What is in the build

Systems that work today. Nothing on this list is a plan, and the anti-cheat architecture is first because it is the part that cannot be added later.

Built to be fair

Your client is never told where everyone is

A radar cheat works because the server sent every position and trusted the client to draw only some. You are sent only players you could see, so there is nothing to read.

Nobody knows what is in a container until it is opened

Loot is not placed at raid start and sent to your machine. Contents are derived from a server-side seed when you open a container, so there is nothing for a scanner to find.

Disconnecting does not reroll your luck

Pull the cable on a bad container and it holds the same items when you return. The roll is a function of the raid seed, not a dice throw at the moment you look.

The gate is a compile error, not a code review

Sending you an entity requires a proof you can see it, and that proof cannot be forged or reused. Code that leaks a position does not compile, so it cannot reach a build.

The server owns what happened

Headless and authoritative. Your client predicts so the game feels instant, then reconciles. It is never asked what occurred, so it cannot be modified to lie about it.

What this does not stop

Aimbots and recoil scripts need only what is already on your screen, and no architecture hides that. Said plainly, because an anti-cheat page that claims everything is worth nothing.

Gunplay with consequences

Modular weapons

A rifle is nine parts: receiver, barrel, handguard, stock, grip, magazine, muzzle, optic, mount. Swap any of them at the bench.

Optics you look through

Scopes render a real sighted image, not a decal. Aim down the sight and the glass shows you the world behind it.

Armour that models penetration

Seven hitboxes and a plate model. A round either defeats the plate or it does not, and where it lands decides the rest.

Gear you have to manage

Twelve equipment slots

Helmet, carrier, backpack, pouches and the rest. What you wear shows on your body, and other players can see what you are carrying.

Pouches gate your ammunition

Reloading takes a magazine out of a pouch. No pouches, no spare mags, so what you rig up before the raid decides how long you last.

Loot worth the detour

Containers, bodies and the floor. Corpses keep what they carried, and so will yours.

Opposition that plays the game

Bots that manage ammunition

They carry magazines, run dry, and go looking for more, including off the bodies of whoever lost the last fight.

Extraction under pressure

Marked exits and a five-second hold. Every second of it is a second you are standing still in a known location.

Not built yet

Named here so the list above stays honest.

  • Persistent accounts, a stash between raids, and an economy with prices players set.
  • More maps, and a reason to prefer one over another.

There is no download yet, and no date. When there is something worth playing, it will be announced on the devlog.